[UnityShader/HLSL] Simple Sub Surface Scattering
Shader "Custom/SSS_Forward_MainLight"{ Properties { _BaseColor("BaseColor", Color) = (1,1,1,1) _Thickness("Subsurface Thickness", Range(0, 1)) = 0.5 _ScatteringFactor("ScatteringFactor", Range(1,4)) = 2 [HDR]_SSSColor("Subsurface Color", Color) = (1, 0.4, 0.3, 1) } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" ..
[HLSL]2 Pass Outline
Shader "Example/Outline"{ Properties { _TintColor("TintColor", Color) = (1,1,1,1) _LineColor("LineColor", Color) = (0,0,0,0) _LineWidth("LineWidth", Range(0,1)) = 0.5 } SubShader { Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } Pass { Name "Main" Tags {"LightMode" = "UniversalForward"} ..